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Pre-purposed clean-up
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+11
-11
@@ -113,15 +113,15 @@ Corpse* Corpse::LoadCharacterCorpseEntity(uint32 in_dbid, uint32 in_charid, std:
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pc->Lock();
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/* Load Item Tints */
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pc->item_tint[0].color = pcs->item_tint[0].color;
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pc->item_tint[1].color = pcs->item_tint[1].color;
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pc->item_tint[2].color = pcs->item_tint[2].color;
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pc->item_tint[3].color = pcs->item_tint[3].color;
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pc->item_tint[4].color = pcs->item_tint[4].color;
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pc->item_tint[5].color = pcs->item_tint[5].color;
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pc->item_tint[6].color = pcs->item_tint[6].color;
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pc->item_tint[7].color = pcs->item_tint[7].color;
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pc->item_tint[8].color = pcs->item_tint[8].color;
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pc->item_tint[0].Color = pcs->item_tint[0].Color;
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pc->item_tint[1].Color = pcs->item_tint[1].Color;
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pc->item_tint[2].Color = pcs->item_tint[2].Color;
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pc->item_tint[3].Color = pcs->item_tint[3].Color;
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pc->item_tint[4].Color = pcs->item_tint[4].Color;
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pc->item_tint[5].Color = pcs->item_tint[5].Color;
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pc->item_tint[6].Color = pcs->item_tint[6].Color;
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pc->item_tint[7].Color = pcs->item_tint[7].Color;
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pc->item_tint[8].Color = pcs->item_tint[8].Color;
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/* Load Physical Appearance */
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pc->haircolor = pcs->haircolor;
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@@ -1413,8 +1413,8 @@ uint32 Corpse::GetEquipmentColor(uint8 material_slot) const {
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item = database.GetItem(GetEquipment(material_slot));
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if(item != NO_ITEM) {
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return item_tint[material_slot].rgb.use_tint ?
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item_tint[material_slot].color :
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return item_tint[material_slot].RGB.UseTint ?
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item_tint[material_slot].Color :
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item->Color;
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}
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